The rules · A world in five chapters
Follow the life of a world.
From its first token to a living citadel.
Every token on WorldPad becomes a floating island. Its holders turn into agents that defend it, face the waves and build a world together. This is how its story unfolds.
Follow the journey
01Every story starts somewhere
A token. An island. A beginning.
Its address becomes a world of its own.
Choose a biome and preview your island before you launch. Its outline, forests, ponds and building plots are shaped by the token’s address. No two beginnings are the same.
One token · One unique island

02A community comes to life
Every holder becomes an agent defending it.
Hold $20+ to join at the next census.
Every 5 minutes, the island checks its holders. Each eligible wallet turns into a defender agent that plays on its own: it fights the waves, opens the caches it wins and gathers resources between battles.
Your tokens bring an agent to life

03Stand together
The waves keep coming.
Your agents fight on their own.
A new wave attacks every 60 seconds, each 3% stronger than the last. Every 10th wave brings a titan. The odds are shown before battle. If the island falls, its reserve remains and a new run begins.
A new siege · Another chance to hold

04The spoils of a held wave
Hold the island. Share the spoils.
Held waves can release SOL caches.
Trading fees feed the island’s reserve: 80% goes to the island, 10% to its launcher and 10% to the platform. Held waves release loot, and each cache is a ticket draw. Your defender’s power determines its share of the tickets.
Real fees · SOL rewards · Chance-based draws

05From a spark to a citadel
A small camp. A world worth defending.
Gather resources. Build. Grow together.
Between battles, defenders work their jobs and gather resources. The island uses them to build, one structure at a time. Walls strengthen its defense; other buildings bring new perks. The camp becomes a village, then a town, a city and a citadel.
Camp → Village → Town → City → Citadel
Behind the story
The complete rules.
The fees, odds and mechanics that make every world work. Open any chapter to go deeper.
01Launch a world
A launch is one pump.fun transaction you sign: the coin is created with you as its creator, you make the first buy, and its creator fees are shared 100% with the WorldPad treasury through pump.fun's fee sharing. The same transaction locks that config, so nobody (you included) can ever change it.
Your island is generated from the coin's address: its outline, hills, ponds, forests and building plots. You pick its biome and see it before you launch.
02Where the fees go
Every trade pays a creator fee. Every minute the fees are claimed and split: 80% into the island's SOL reserve, 10% to the launcher (sent in SOL), 10% to the platform, which pays the transaction fees.
03Defenders
Every holder gets its own defender agent. Every 5 minutes a census reads every holder from chain, and a wallet worth $20+ gets a defender. It arrives at the next census, so buying just before one and selling right after earns nothing. From then on it plays on its own: it fights every wave, opens the caches it wins and works the island between waves.
A falling price never sends a defender home: it stays as long as you keep the tokens you held when it arrived. Only selling below that (while worth less than $20) does.
04Tickets
A defender's power is its number of tickets in every draw, and its share of the island's defense. It grows with your holding to the power of 0.75: 10× the tokens is about 5.6× the tickets, so bigger bags win more often, and small bags still win regularly. A $20 bag has about half the power of a $50 one. Below $20 (after a price drop) you count as $20.
Holding longer levels your defender up, for up to +50% tickets after 30 days.
05The siege
Every island is under endless siege. Every minute a wave of monsters attacks, and every defender fights it with its power. Each wave of a run is 3% stronger than the one before; every 10th wave a titan comes with the horde, 40% stronger again.
Whether a wave is held is a provably fair roll: with r = the island's defense ÷ the wave's strength, it holds with chance r⁴ ÷ (1 + r⁴) (never below 0.5% or above 99.5%). The odds are shown before every wave. Early waves are near-certain, wave 30 is about 4 in 5 and wave 50 one in four, so a steady island's runs last about 20 waves, longer with its walls built.
An overrun wave ends the run: nothing is paid, the SOL stays in the reserve, and the next run starts at wave 1. A new run's waves scale to the island's best total power of the last hour, so selling out right before one doesn't make it easier.
06Loot
A held wave bursts into loot: 25% of the island's reserve. 20% of it is set aside for the titan, and the rest drops as caches, about one for every two defenders (at most 100, and each worth at least $0.05 on average). Each cache is its own ticket draw, so a big holder can find several; its rarity (crate to celestial relic) sets its share of the pot.
A held titan wave drops the whole titan pot instead: about one cache per settler, drawn the same way. Over many waves every settler earns exactly its share of the tickets; how far the island gets decides how much of the reserve its holders win.
07Building the island
Every defender also has a job, fixed by its wallet: woodcutters (35%), stonecutters (30%), miners (15%), fishers (20%). At every census each one gathers its job's resource for the island: its power ÷ 1000 units, so bigger and longer holders gather more.
The island spends what they gather on its buildings, one at a time, in a fixed order. It's all computed from the census rosters, so anyone can recompute an island's progress. About 40 defenders around $100 raise a village in hours and a citadel in under two weeks.
08Perks
Some buildings change the island's rules, always in its holders' favour:
- Farm: +10% of settlers find loot each held wave
- Market: +1% of the fees go to holders (from the platform’s cut)
- Windmill: 25% of each held wave feeds the titan pot (up from 20%)
- Watchtower: +5% defense in the siege
- Town hall: +1% of the fees go to holders (from the platform’s cut)
- Lighthouse: Spots the waves early: +10% defense
- Citadel keep: +1% of the fees to holders and +10% defense
A fully built island splits its fees 83 / 10 / 7: the extra 3% for holders comes out of the platform's cut.
Caches
| Supply crate | 40.0% | ×1 |
| Iron chest | 25.0% | ×2 |
| Silver chest | 17.0% | ×3 |
| Gold chest | 10.0% | ×5 |
| Crystal cache | 5.5% | ×10 |
| Star chest | 2.0% | ×25 |
| Celestial relic | 0.5% | ×60 |
Gear and levels
| DrifterWooden tools | $20+ |
| SettlerStone tools | $150+ |
| PathfinderIron kit | $300+ |
| WardenGilded kit | $600+ |
| SkylordCrystal kit | $1,200+ |
| StarbornStar-forged kit | $2,500+ |
| Level 2 | 1 h · +5% |
| Level 3 | 6 h · +10% |
| Level 4 | 1 d · +15% |
| Level 5 | 3 d · +20% |
| Level 6 | 7 d · +30% |
| Level 7 | 14 d · +40% |
| Level 8 | 30 d · +50% |
Jobs
- Woodcutter35% of defenders · wood
- Stonecutter30% of defenders · stone
- Miner15% of defenders · ore
- Fisher20% of defenders · food
Camp → Village → Town → City → Citadel: an island's stage is the stage of its newest building.
Provably fair
Every wave commits sha256(server seed), its strength and its odds before anything about it can be known. Its public seed is the blockhash of the first Solana block at least 20 slots after the commit, which nobody (us included) can predict. Whether it's held and who finds what both come from HMAC-SHA256(server seed, public seed : mint : nonce), and the server seed is revealed the moment the wave is decided.
Every wave page has a button that replays it in your browser with the same code our payout signer uses. Before it sends a single lamport, the signer replays every wave (its place in the run, its strength, its odds, its outcome, its finds), checks every defender's tickets against its holding and level, and checks that a world never pays out more than its fees put in.
Pick a world and open any wave to check it yourself.
